Category:Supplemental Variant Rule
From D&D Wiki
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These are all the supplemental variant rules on D&D Wiki. A supplemental variant rule can be implemented into a campaign with little or no change in the core dynamics. These rules cover an area that the core rules are not covering or are not covering well. See also 3.5e Rules.
Pages in category "Supplemental Variant Rule"
The following 200 pages are in this category, out of 369 total.
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- Abilities of a Gestalt (3.5e Variant Rule)
- Ability Damage (3.5e Variant Rule)
- Ablaze (5e Variant Rule)
- Action (3.5e Variant Rule)
- Adaptation (3.5e Variant Rule)
- Addiction Rules (Fallout Supplement)
- Additional Skills (4e Variant Rule)
- Additional Spell Properties (5e Variant Rule)
- Additional Status Conditions (5e Variant Rule)
- Advanced Psychic Techniques (3.5e Variant Rule)
- Advanced Smithing (3.5e Variant Rule)
- Alchemy (5e Variant Rule)
- Alcohol Rules (3.5e Variant Rule)
- Alignment Meter (3.5e Variant Rule)
- Alt-Fire (5e Variant Rule)
- Alternative Conditions (4e Variant Rule)
- Alternatives to Strain (3.5e Variant Rule)
- Animal Languages (3.5e Variant Rule)
- Animal Training (5e Variant Rule)
- Anti-Feats (5e Variant Rule)
- Antimagic (5e Variant Rule)
- Apport (3.5e Variant Rule)
- Arcane Traditions, for non-Wizards (5e Variant Rule)
- Armor Modifications (5e Variant Rule)
- Armor Piercing (5e Variant Rule)
- Armor Properties (4e Variant Rule)
- Artwork (5e Variant Rule)
- Ascension, Godhood, and Divine Rank (5e Variant Rule)
- Attacks of Opportunity (3.5e Variant Rule)
- Auger Base Attack Bonus (3.5e Variant Rule)
- Automaton Crafting (5e Variant Rule)
B
- Balanced Stats (5e Variant Rule)
- Bardic Colleges, for non-Bards (5e Variant Rule)
- Bartering (5e Variant Rule)
- Battle Magic (3.5e Variant Rule)
- Becoming a Lich (5e Variant Rule)
- Beneficial Drugs (3.5e Variant Rule)
- Birthday (5e Variant Rule)
- Blink Teleport (3.5e Variant Rule)
- Bodily Relics (3.5e Variant Rule)
- Body Control (3.5e Variant Rule)
- Body Type (5e Variant Rule)
- Boss (5e Variant Rule)
- Brawling (3.5e Variant Rule)
C
- Catch (5e Variant Rule)
- Challenge Ruleset (3.5e Variant Rule)
- Character creation 20 questions (5e Variant Rule)
- Character Lifepath (3.5e Variant Rule)
- Charging (5e Variant Rule)
- Chocobo Breeding (3.5e Variant Rule)
- Chocobo Breeding, Variant (3.5e Variant Rule)
- Chocobo Mounts (3.5e Variant Rule)
- Class and Cross-Class Skills (3.5e Variant Rule)
- Cleric Domains, for non-Clerics (5e Variant Rule)
- Combat Sense (3.5e Variant Rule)
- Combined Skill Checks (5e Variant Rule)
- Competitive Games (5e Variant Rule)
- Constructing Siege Engines (5e Variant Rule)
- Converting D&D Classes to d20 Modern (D20 Modern Variant Rule)
- Cooking Skill (3.5e Variant Rule)
- Corruption, BB Variant (3.5e Variant Rule)
- Craft Magical Beast (3.5e Variant Rule)
- Creating a Gestalt (3.5e Variant Rule)
- Creating A Permanent Spell Effect (5e Variant Rule)
- Creating Spells (3.5e Variant Rule)
- Creature Features (5e Variant Rule)
- Critical Hit Tables (5e Variant Rule)
- Cross-Class Psychics (3.5e Variant Rule)
- Cross-Class Subclasses (5e Variant Rule)
- Cryokinesis (3.5e Variant Rule)
- Currency Exchange (5e Variant Rule)
- Custom Feat & Skill Lists (3.5e Variant Rule)
- Custom Weapon Design (5e Variant Rule)
- Customizing Psychic Abilities (3.5e Variant Rule)
- Cyborg traits (5e Variant Rule)
D
- D&D War Rules (4e Variant Rule)
- D8 Random Dungeon (5e Variant Rule)
- Damaging Psychic Shields (3.5e Variant Rule)
- Dimensional Phase (3.5e Variant Rule)
- Dimensional Shift (3.5e Variant Rule)
- Dire Diseases (5e Variant Rule)
- Disarming (5e Variant Rule)
- Disenchanting a Magic Item (5e Variant Rule)
- Dismounting (5e Variant Rule)
- Domain Skill (5e Variant Rule)
- Domination (3.5e Variant Rule)
- Double Weapon (5e Variant Rule)
- Downtime Activity Proficiencies (5e Variant Rule)
- Dragon Lycanthropy (5e Variant Rule)
- Drain Ability (3.5e Variant Rule)
- Drain Emotion (3.5e Variant Rule)
- Drain Power (3.5e Variant Rule)
- Drain Vitality (3.5e Variant Rule)
- Dreamwalk (3.5e Variant Rule)
- Drinking (5e Variant Rule)
- Drinking Contests (3.5e Variant Rule)
- Drop Prone (5e Variant Rule)
- Drugs and Medicines (5e Variant Rule)
- Druidic Circles, for non-Druids (5e Variant Rule)
- Dueling (3.5e Variant Rule)
- Dungeon Location Investigation (5e Variant Rule)
E
- Elder Blessings (5e Variant Rule)
- Elder Scrolls Style Alchemy (3.5e Variant Rule)
- Elementrics (3.5e Variant Rule)
- Elite Characters (4e Variant Rule)
- Empathic Projection (3.5e Variant Rule)
- Empathy (3.5e Variant Rule)
- Enchanting Items (3.5e Variant Rule)
- End Rightly (5e Variant Rule)
- Enhance Ability (3.5e Variant Rule)
- Enhance Senses (3.5e Variant Rule)
- Entangle (5e Variant Rule)
- Environmental Objects (3.5e Variant Rule)
- Ethnic Weapons (5e Variant Rule)
- Evil Weather (3.5e Variant Rule)
- Existing Skills (3.5e Variant Rule)
- Expanded Interactions (5e Variant Rule)
- Expanded Religions (3.5e Variant Rule)
- Extending Psychic Shields (3.5e Variant Rule)
- Extreme Damage Resistance (5e Variant Rule)
F
- Falling Damage for Non-Medium Creatures (5e Variant Rule)
- Familiarity (3.5e Variant Rule)
- Familiarity vs. Distance (3.5e Variant Rule)
- Fantasy Firearms (5e Variant Rule)
- Fatigue Saving Throws (3.5e Variant Rule)
- Fiendish Deities (3.5e Variant Rule)
- Firearms (5e Variant Rule)
- Firing Into Melee (5e Variant Rule)
- FMA Alchemy (3.5e Variant Rule)
- Food and Rest Rules (5e Variant Rule)
- Force Skills (D20 Modern Variant Rule)
- Fundamental Skills (5e Variant Rule)
- Fundamental Spellcasting (5e Variant Rule)
G
- Ghost Features (3.5e Variant Rule)
- Glide Speed (5e Variant Rule)
- Glove (5e Variant Rule)
- God Rules (5e Variant Rule)
- Golem Crafting (5e Variant Rule)
- Golem Making (4e Variant Rule)
- Grapple Checks (3.5e Variant Rule)
- Gravity Variations (5e Variant Rule)
- Group Fighting (3.5e Variant Rule)
- Guns (5e Variant Rule)
H
I
- If You're Psychically Grappling (3.5e Variant Rule)
- If You're Psychically Pinned (3.5e Variant Rule)
- Ignited and Soaked Conditions (5e Variant Rule)
- Illusion (3.5e Variant Rule)
- Improvised Weapons (5e Variant Rule)
- Inherent Magical Item Bonuses (4e Variant Rule)
- Initiating a Psychic Grapple (3.5e Variant Rule)
- Interaction With a Gestalt (3.5e Variant Rule)
- Intimidation Rules (4e Variant Rule)
L
- Language Throws (5e Variant Rule)
- Languages (3.5e Variant Rule)
- Large Player Characters (5e Variant Rule)
- Learning a Feat (5e Variant Rule)
- Level Advancement (5e Variant Rule)
- Level Zero (5e Variant Rule)
- Levels of Insanity (5e Variant Rule)
- Life Drain (3.5e Variant Rule)
- Life Extension (3.5e Variant Rule)
- Loose Limbs (3.5e Variant Rule)
- Luck (5e Variant Rule)
M
- Magical Cookery (5e Variant Rule)
- Magical Defibrillation (3.5e Variant Rule)
- Magical School; Astromancy (5e Variant Rule)
- Maintaining Psychic Skills (3.5e Variant Rule)
- Major Threat Weapons Legacy (5e Variant Rule)
- Major Threat Weapons Reborn! (5e Variant Rule)
- Making Contacts (5e Variant Rule)
- Martial Archetypes, for non-Fighters (5e Variant Rule)
- Mass (3.5e Variant Rule)
- Masterwork Tools (5e Variant Rule)
- Mental Conditioning (3.5e Variant Rule)
- Mental Contact (3.5e Variant Rule)
- Mental Contacting (3.5e Variant Rule)
- Mesoamerican Ballgame (3.5e Variant Rule)
- Metapsychic Feats (3.5e Variant Rule)
- Mind Reading (3.5e Variant Rule)
- Mindswitch (3.5e Variant Rule)
- Minor Alchemy (5e Variant Rule)
- OGC:Misalignment (5e Variant Rule)
- Monastic Traditions for non-Monks (5e Variant Rule)
- Morale and Stress (5e Variant Rule)
- More Actions (5e Variant Rule)
- More Useful Intelligence (5e Variant Rule)
- Movement of Fish-like Creatures while on Land (5e Variant Rule)
- MRAD System (5e Variant Rule)
- Multi-Weapon Fighting (5e Variant Rule)
- Multiclass Psychics (3.5e Variant Rule)